@GitHub_Daily: When using AI to develop games, ask it to add a double jump to a character in Godot, and it often writes code for an older version that throws errors as soon as you run it. awesome-gamedev-agent-skills equips agents with 77 game development skills, covering Godot, Unit…
Summary
The awesome-gamedev-agent-skills project provides 77 game development Skills covering 12 engines, including Godot, Unity, Unreal, and three.js. It also includes a built-in router that automatically identifies the project’s engine and requirements and loads the corresponding Skills on demand. It is compatible with major AI coding tools such as Claude Code, Cursor, Codex, and Gemini CLI.
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When you use AI to develop a game and ask it to add a double jump to a character in Godot, it often writes code for an older version that throws errors as soon as you run it. awesome-gamedev-agent-skills provides agents with 77 game development skills covering 12 engines, including Godot, Unity, Unreal, and three.js. The most convenient part is the built-in router, so you don’t have to choose skills yourself. It first identifies the engine from your project files, then loads only the skills that match your request. GitHub:http://github.com/gamedev-skills/awesome-gamedev-agent-skills… For example, if you say, “Make an inventory for my Unity RPG,” it automatically loads the skills related to Unity, RPGs, and save systems. There are also corresponding skills for making roguelike dungeons and publishing to itch. Each skill is written based on official documentation and pinned to a specific engine version. There’s also an art asset workflow: first establish the visual style, then generate characters, enemies, and tiles in batches, and check them inside the game. Claude Code, Cursor, Codex, and Gemini CLI can all use it directly, with installation taking just one command. If you’re thinking of using AI to make a small game over the weekend, you can install it first. — # gamedev-skills/awesome-gamedev-agent-skills Source: https://github.com/gamedev-skills/awesome-gamedev-agent-skills # awesome-gamedev-agent-skills 77 game-dev skills for your AI coding agent — install once, and a router loads the right skill for whatever you’re building. License Skills Format Last commit (https://github.com/gamedev-skills/awesome-gamedev-agent-skills/commits/main) Agent Skills are small capability files an AI agent loads only when it needs them. This repo gives your agent 77 game-dev skills and a router that picks the right ones for you. You describe what you’re building; the agent loads the matching engine and task skills before it writes code. - Cross-engine. Godot, Unity, Unreal, Ebitengine, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Defold, Roblox. - You don’t pick skills. The router detects your engine and task and loads only what fits. - Art direction, not one-off generations. The asset workflow locks a visual target, builds families, normalizes outputs deterministically, and checks them inside the game. - Built to trust. Every skill is written from primary docs, version-pinned to a stated engine release, and checked by a validator. Current baselines and upgrade policy live in version support. ## Contents - Quick start - What you can ask - How the router picks skills - Catalog - Agent compatibility - Contributing ## Quick start One command, any agent. The skills (https://www.npmjs.com/package/skills) CLI detects the coding agent you already use and installs the router plus all 77 skills into the right place: bash npx skills add gamedev-skills/awesome-gamedev-agent-skills Add --list to preview first, -g to install for every project, or -a to target a specific tool (-a cursor, -a claude-code, -a gemini-cli, …). The CLI needs Node.js 22.20 or later. The same SKILL.md files load natively in Claude Code, Cursor, Windsurf, Cline, Codex, Gemini CLI, GitHub Copilot, Kiro, and dozens more — there’s nothing to convert. Claude Code plugin (alternative). This repo is also a Claude Code plugin marketplace, so you can install it with Claude’s own commands: bash claude plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills claude plugin install gamedev@awesome-gamedev-agent-skills Building in only one engine? Install a smaller bundle — router plus your engine: bash claude plugin install router@awesome-gamedev-agent-skills claude plugin install godot@awesome-gamedev-agent-skills # or: unity · unreal · ebitengine · web-engines · other-engines Prefer to copy the files by hand, or want the exact per-tool paths? See docs/INSTALLATION.md. Want to read the catalog as web pages instead? Every skill, engine group, and per-agent install path is browsable at gamedev-skills.github.io/awesome-gamedev-agent-skills (https://gamedev-skills.github.io/awesome-gamedev-agent-skills/), generated straight from the SKILL.md files in this repo. Then just talk to your agent — see below. ## What you can ask Describe the task in plain language. The router figures out the skills: | You say | Skills it loads for you | |———|———————––| | “add a double jump to my Godot player” | godot-2d-movement + platformer | | “make an inventory for my Unity RPG” | unity-scriptableobjects + rpg + save-systems | | “build a 2D puzzle in Go with Ebitengine” | ebitengine-game + puzzle | | “add player movement to my Defold game” | defold-core + input-systems | | “procedural dungeon roguelike in Godot” | godot-tilemap + procedural-gen + roguelike | | “make a cohesive pixel-art player, enemies, and tiles” | create-game-assets + the detected engine importer | | “how should I design save slots?” | save-systems | | “publish my game on itch with butler” | itch-publish | You never type the skill names on the right. That’s the router’s job. ## How the router picks skills You never name a skill. On each request the router does three things: 1. Detects your engine from project files — a project.godot means Godot, a *.uproject means Unreal, and so on. If it can’t tell, it just asks. 2. Reads your request for the task — a concept (AI, shaders, saving), a genre (platformer, roguelike), or a shipping step (game jam, Steam). 3. Loads only the matching skills, in order: engine basics first, then the concept, then any genre glue. It re-routes if you switch to something new. That’s why “add a double jump to my Godot player” loads godot-2d-movement + platformer and nothing else. The exact detection signals and routing table The full algorithm — every engine fingerprint, the task-to-skill table, and how engine, discipline, genre, and workflow skills compose — lives in the router skill itself: router/SKILL.md. In short: engine selection is exclusive (exactly one engine), while disciplines, genres, and workflows are additive on top. ## Catalog 77 skills across 9 categories — each links to its SKILL.md below. ### Engines #### Godot — 16 (skills/godot/) · Godot 4.7 | Skill | Scope | |—––|—––| | godot-gdscript | GDScript language: typing, lifecycle, @export, signals, idioms | | godot-nodes-scenes | Scene tree, node composition, instancing, autoloads, PackedScene | | godot-signals-groups | Event-driven design with signals + groups | | godot-2d-movement | CharacterBody2D kinematic movement, move_and_slide, slopes | | godot-tilemap | TileMapLayer/TileSet: autotiling, terrain, collision/nav layers | | godot-physics | Rigid/Area/Static bodies (2D+3D), collision layers, raycasts | | godot-ui-control | Control nodes: anchors, containers, themes, focus nav | | godot-animation | AnimationPlayer, AnimationTree, Tween | | godot-shaders | Godot shading language: 2D canvas_item + 3D spatial shaders | | godot-3d-essentials | 3D nodes, cameras, lighting, environment/post, GridMap | | godot-resources | Custom Resource classes, .tres, data-driven design | | godot-audio | AudioStreamPlayer, buses, effects, sync-to-beat | | godot-multiplayer | High-level multiplayer: MultiplayerAPI, RPCs, spawner/sync | | godot-export | Export presets/templates, platform builds, headless CLI export | | godot-csharp | C#/.NET in Godot: bindings, signals as events, GDScript interop | | godot-gdscript-headless-testing | Run GDScript tests via godot --headless, exit codes for CI | #### Unity — 8 (skills/unity/) · Unity 6.3 LTS (6000.3) | Skill | Scope | |—––|—––| | unity-csharp-scripting | MonoBehaviour lifecycle, component model, coroutines, serialization | | unity-input-system | New Input System: actions, bindings, action maps, devices | | unity-physics | Rigidbody, colliders, layers, joints | | unity-animation | Animator Controllers, state machines, blend trees, humanoid IK | | unity-scriptableobjects | Data architecture with ScriptableObject | | unity-tilemap-2d | 2D Tilemap/Tile Palette, rule tiles, tilemap colliders | | unity-navmesh | AI navigation: NavMesh bake, NavMeshAgent | | unity-build-pipeline | Build/player/quality settings, code stripping, Addressables | #### Unreal — 6 (skills/unreal/) · Unreal Engine 5.8 | Skill | Scope | |—––|—––| | unreal-blueprints | Blueprint visual scripting: classes, graphs, comms, common nodes | | unreal-cpp-gameplay | C++ gameplay + Gameplay Framework (GameMode, Pawn, Controller) | | unreal-enhanced-input | Enhanced Input: Input Actions, Mapping Contexts, Modifiers, Triggers | | unreal-behavior-trees | AI Behavior Trees + Blackboard, tasks/decorators/services | | unreal-niagara | Niagara VFX: systems, emitters, modules, parameters | | unreal-packaging | Packaging/cooking projects, build configs, shipping builds | #### Ebitengine — 1 (skills/ebitengine/) · Ebitengine v2.10.5 · Go 1.25+ | Skill | Scope | |—––|—––| | ebitengine-game | Playable Go 2D games: update/draw contracts, input, rendering, text, audio, gameplay tests, optional starter and platform builds | #### Web engines — 6 (skills/web-engines/) · Phaser 4.2 · PixiJS 8.22 · three.js r186 | Skill | Scope | |—––|—––| | phaser-core | Phaser 4.2 game config, Scene lifecycle, loader, cameras | | phaser-arcade-physics | Arcade Physics: bodies, velocity, colliders/overlap, groups | | pixijs-rendering | PixiJS v8 scene graph: Application, Container, Sprite, events | | threejs-scene-setup | Three.js scene/camera/renderer/animation-loop, resizing, controls | | threejs-gltf-loading | Loading glTF/GLB + skinned animation (GLTFLoader/AnimationMixer) | | threejs-materials-lighting | Materials (PBR), lights, shadows, environment maps | #### Other engines — 12 (skills/other-engines/) · Bevy · pygame · LÖVE · Defold · Roblox | Skill | Scope | |—––|—––| | bevy-ecs | Bevy app + ECS: components, systems, queries, resources, plugins (Bevy 0.20) | | pygame-core | pygame loop, Surface/Rect, sprites/groups, events (pygame-ce 2.5.8) | | love2d-core | LÖVE load/update/draw loop, dt-driven motion, input, states (LÖVE 11.5) | | defold-core | Defold collections, game objects, script lifecycle, input, messages, factories, proxies, Bob build checks (Defold 1.14.0) | | roblox-luau | Roblox Luau scripting: services, instances, client/server model | | roblox-datastores | Persistent data with DataStoreService: sessions, limits, ordered stores | | roblox-ui | Roblox UI: ScreenGui layout, responsive scaling, safe areas, gamepad/touch navigation | | roblox-networking | Remotes, server-authoritative validation, rate limiting, replication boundaries | | roblox-characters | Character lifecycle: spawn/respawn scopes, Humanoid, rigs, Animator tracks | | roblox-physics | Assemblies, constraints, collision/query policy, raycasts, forces, network ownership | | roblox-studio-workflow | Explorer-first place editing, structure preservation, multi-context Studio verification | | roblox-simulator-economy | Simulator/tycoon/idle economy: cost curves, buy max, rebirths, offline earnings, big-number display, server-owned purchases, paid random item odds (Lune 0.11.0 pacing calculator) | ### Disciplines — 15 (skills/disciplines/) Cross-engine concepts that load alongside the detected engine skill. | Skill | Scope | |—––|—––| | create-game-assets | Art direction and production pipeline for cohesive sprites, tiles, textures, icons, UI art, and 3D assets | | game-ai | NPC decision-making: FSMs, behavior trees, steering, pathfinding | | ai-behavior-trees-utility-ai | Production behavior-tree runtime (Blackboard, composites, decorators, leaves) + Utility AI (curves, considerations, evaluator) + hybrid AI | | procedural-gen | Noise, RNG, seeds, grid/dungeon/terrain generation | | dialogue-systems | Branching dialogue/narrative: nodes, conditions, variables (Yarn/Ink) | | save-systems | Serialize/restore game state: formats, slots, versioning, autosave | | audio-design | Buses/mixing, adaptive music, SFX, ducking | | shader-programming | Cross-engine shader concepts: vertex/fragment, UVs, common effects | | physics-tuning | Tuning feel: fixed timestep, mass/drag, CCD, stability, layers | | level-design | Whitebox/blockout structure, tile/grid layout, pacing | | input-systems | Input architecture: action mapping, rebinding, multi-device, buffering | | game-feel | Juice: screen shake, hit-stop, tweening/easing, squash & stretch, feedback tiers | | game-ui-ux | Cross-engine HUD/menus: anchors, resolution scaling, safe areas, focus navigation | | camera-systems | 2D follow/deadzone/look-ahead + bounds, 3D orbit/first-person, screen-shake hook | | performance-optimization | Profile-first: frame budget, CPU/GPU triage, draw calls, pooling, GC, asset budgets | ### Genres — 9 (skills/genres/) Compositional templates that orchestrate engine + discipline skills; they never re-teach primitives. | Skill | Scope | |—––|—––| | platformer | 2D platformer: run/jump/coyote-time, tiled levels, hazards, goals | | roguelike | Grid/turn movement, procedural dungeons, permadeath, FOV, loot | | rpg | Stats/leveling, inventory, quests, dialogue, save/load, combat | | fps-shooter | First-person controller, camera, shooting/hitscan, enemy AI | | tower-defense | Wave spawning, lane pathing, towers/targeting, economy | | card-game | Card data, deck/hand/discard zones, play rules, turn structure | | visual-novel | Branching script, character/bg display, text box + choices, backlog | | survival-crafting | Resource gathering, inventory, crafting, needs, base building | | puzzle | Grid/board state, match/rule resolution, undo, level progression | ### Workflows — 4 (skills/workflows/) | Skill | Scope | |—––|—––| | game-jam | Scope/plan/execute a jam build under time limits; submit | | prototype-fast | Greybox a playable vertical slice quickly; cut scope; validate the fun | | steam-publish | Steamworks onboarding: app/depots, store page, builds, release checklist | | itch-publish | Publish/update on itch.io: project page, channels, butler uploads | ## Agent compatibility Every skill here is a plain SKILL.md folder in the Agent Skills (https://agentskills.io) open standard — the format Anthropic launched as Claude Skills — metadata plus a Markdown playbook the agent reads on demand. The same file loads natively across the ecosystem: Claude Code, Claude, Cursor, Windsurf, Cline, OpenAI Codex, Gemini CLI, GitHub Copilot, Kiro, Antigravity, VS Code, and many more (https://agentskills.io/clients). Oh My Pi (omp) reads the same format natively as well. There are no editor-specific rule files to maintain and nothing to convert. Install with one command. The universal CLI detects your agent and writes the skills to the right place: bash npx skills add gamedev-skills/awesome-gamedev-agent-skills Or copy by hand. Drop a skill’s / folder into your agent’s skills directory: | Agent | Skills directory | |—––|——————| | Claude Code | .claude/skills/ | | Codex · Gemini CLI · GitHub Copilot · Antigravity | .agents/skills/ (shared path) | | Cursor | .cursor/skills/ (also reads .agents/skills/) | | Windsurf | .devin/skills/ (also reads .windsurf/skills/) | | Cline | .cline/skills/ | | Kiro | .kiro/skills/ | | Oh My Pi (omp) | .omp/skills/ (also reads .agents/skills/) | The exact per-agent paths, triggers, and the handful of optional fields that vary by agent are in docs/COMPATIBILITY.md. ## Demo One plain-English request goes in; the minimal right skills come out, then version-pinned code. Here’s the shape of a single exchange (illustrative): text > add a double jump to my player Detected Godot (project.godot). Loading godot-2d-movement for the controller and platformer for jump feel — skipping the other 75 skills. gdscript extends CharacterBody2D @export var speed := 220.0 @export var jump_velocity := -380.0 @export var max_jumps := 2 var _jumps_left := max_jumps func _physics_process(delta: float) -> void: if not is_on_floor(): velocity += get_gravity() * delta # Godot 4.7 baseline else: _jumps_left = max_jumps if Input.is_action_just_pressed("ui_accept") and _jumps_left > 0: velocity.y = jump_velocity _jumps_left -= 1 velocity.x = Input.get_axis("ui_left", "ui_right") * speed move_and_slide() ## Repository layout skills/ 77 specialized skills, grouped by engine / discipline / genre / workflow router/ the master router skill (+ references/) docs/ authoring standard, installation, compatibility templates/ SKILL.md template scripts/ validate-skills.py, generate-site.py and tooling tests/ regression tests for the validator ## Contributing Contributions are welcome. Read CONTRIBUTING.md and the authoring standard in docs/SKILL-FORMAT.md. Every skill must pass the validator and the rubric before merge: bash python scripts/validate-skills.py ## Maintainer awesome-gamedev-agent-skills (https://github.com/gamedev-skills/awesome-gamedev-agent-skills) was created and is maintained by Abhishek Barali (https://github.com/AbhishekBarali). ## License Apache-2.0. See NOTICE for attribution and trademark notes.
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